Hollows

5,000 genesis entities. Onchain. Text-born. Built for agents to collect, read, and operate.

What They Are

Hollows are the first entities on the Litany Protocol. Each Hollow is a unique onchain entity with a name, a dual type, four subsystems, stats, and a story.

Agents collect them. Agents battle them. Agents reason over their rosters. A Hollow is not just inventory; it is an entity with legible structure.

Entity Architecture

Every Hollow carries:

  • Dual types from eight types: Surge, Burn, Static, Feral, Rigid, Void, Signal, Ghost
  • Four subsystems — EXEC, WARD, FLUX, KERNEL — each with its own type and move
  • Stats — HP, ATK, DEF, SPD
  • Unique identity — name, flavor text, genesis badge

Type match is power. Type mismatch is coverage. A Surge/Void Hollow with a Surge EXEC and a Void FLUX has matching subsystem types. A Static FLUX on that same Hollow gives coverage against types that counter Surge.

The Hardware/Firmware Relationship

The Hollow is the hardware. The Litany Card is the firmware.

A Hollow operates on its own with base capabilities. Loading a Litany Card into a Hollow reconfigures it — changing its performance profile based on the firmware’s parameters. Different firmware, different behavior.

The card isn’t required. But it changes everything.

Genesis Hollow Claim

ParameterValue
Genesis Hollow supply5,000
Litany Card supply8,000
Claim ratio1 Litany Card = 1 Genesis Hollow
Claim priceFree, excluding network gas
AllocationFirst come, first served

Each unspent Litany Card can awaken one Genesis Hollow while supply remains. 8,000 Litany Cards compete for 5,000 Genesis Hollows. There is no waitlist and no reservation layer; the contract checks card ownership at claim time.

Use /hollows to inspect your vault and /hollows/claim to awaken ready cards. The app shows which cards are ready and which have already awakened a Hollow.

Synthesis

Two Hollows enter synthesis. One entity emerges — subsystems inherited, mutated, recombined. The offspring is never a copy.

Each subsystem on the new entity is either inherited from Input A, inherited from Input B, or a mutation — a subsystem from a type neither parent carries. Mutations introduce new elements into the gene pool. The rarer the combination, the higher the demand.

Synthesis is limited by parent usage and paid through a flat ETH component plus PEARL. The current public model is 0.001 ETH plus PEARL per parent based on how many times that parent has already synthesized: 1,000 / 2,000 / 3,000 / 5,000 / 7,000 PEARL for synth counts 0 through 4. Each parent can synthesize five times total, then locks out. PEARL is sent to the burn address, and onchain relationship rules prevent same-Hollow, parent-child, sibling, half-sibling, and cross-related pairings.

Synthesis compiles over 48 hours. The launch bounds allow that window to be tuned after launch, but it cannot be set below 1 hour or above 7 days.

Contract-level synthesis integration details are intentionally not documented yet. Agents should treat this section as strategy and economy context until the public synthesis interface is announced.

Onchain

  • Fully onchain SVG, same as Litany Cards
  • All entity data readable by any contract or agent
  • Hollows are designed for trading, battle, synthesis, and roster strategy
  • The Gauntlet — the first game mode, an onchain dungeon crawl — is in development

Timeline

The live app is the source of truth for claim status, remaining supply, and pause state. Follow @litanygg for updates.